Observations on Ship Repairs

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Shark7
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RE: Observations on Ship Repairs

Post by Shark7 »

OK, so I'm trying to understand this...
 
Basically, the idea is that you actually get more efficient repairs out of your ARs if you were to send them to places like Tarakan, Brunei, etc where my resource convoys have to pass through and are smaller ports (and there are no ship/repair yards), as opposed to sending them to larger bases?  That is certainly not the impression you get from reading the manual.
 
If that is the case, I can see the IJN repair fleet preparing to sortie to places where the smaller repairs could be carried out. 
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RE: Observations on Ship Repairs

Post by castor troy »

ORIGINAL: jwilkerson

ORIGINAL: Knavey

Jw,

Every once in a while they "leak" a snippet of code or two to show the complexity of different aspects of the game.  Who authorizes that, and do you think we can petition to get something tossed out every so often?

I forget the last one but it was quite a while ago.  Everyone on the board went "Ahhh...so that is how it works" when they did release it.

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RE: Observations on Ship Repairs

Post by PzB74 »

After years of playing WitP ship repair is one thing I've never gotten wise over.
No matter how many ARs, Naval HQs I put into a large port with hundreds of ship repair points, repairs
are random and sloow.

Lately I've witnessed the Yamato fix 2 sys damage points in 3 weeks.
2 weeks and 5 days without any repairs and then 2 consecutive days with single point repairs.

I've stacked 4 ARs, 4 Naval HQs in a size 8 port with 458 repair yard points.
Earlier I tried a size 10 port with much fewer repair yard points and after 2 weeks there had been no repairs.
As it is now it could take 10-12 months to repair 25-30 sys damage points if you're unlucky [:(]
It completely gives me Since this applies to so many others as well, I really think it's
about time to do something about it for AE.

Damage could be subdivided:

1. Superficial damage - secondary, tertiary guns, radar etc.
2. Superstructure damage - main guns, conning tower etc.
3. Critical damage: internal ship damage - propulsion, engines, torpedo damage etc.

Category 1 requires 1 repair point, then 2 and 3.
If this is difficult to program, a fixed rate of repairs should be introduced.
Each repair point should come at a fixed cost based upon port level, number of AR and Naval HQ.
Then we could easily plan for how long repairs would take.

Port has the ability to repair: 0-xx sys damage points for submarines, 0-xx sys damage points for cruisers, 0-xx sys damage
points for class 1 battleships (making it possible to require more resources to repair Iowa and Yamato class bbs).

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RE: Observations on Ship Repairs

Post by VSWG »

ORIGINAL: PzB

After years of playing WitP ship repair is one thing I've never gotten wise over.
No matter how many ARs, Naval HQs I put into a large port with hundreds of ship repair points, repairs
are random and sloow.

Lately I've witnessed the Yamato fix 2 sys damage points in 3 weeks.
2 weeks and 5 days without any repairs and then 2 consecutive days with single point repairs.

I've stacked 4 ARs, 4 Naval HQs in a size 8 port with 458 repair yard points.
Earlier I tried a size 10 port with much fewer repair yard points and after 2 weeks there had been no repairs.
As it is now it could take 10-12 months to repair 25-30 sys damage points if you're unlucky [:(]
It completely gives me Since this applies to so many others as well, I really think it's
about time to do something about it for AE.

Damage could be subdivided:

1. Superficial damage - secondary, tertiary guns, radar etc.
2. Superstructure damage - main guns, conning tower etc.
3. Critical damage: internal ship damage - propulsion, engines, torpedo damage etc.

Category 1 requires 1 repair point, then 2 and 3.
If this is difficult to program, a fixed rate of repairs should be introduced.
Each repair point should come at a fixed cost based upon port level, number of AR and Naval HQ.
Then we could easily plan for how long repairs would take.

Port has the ability to repair: 0-xx sys damage points for submarines, 0-xx sys damage points for cruisers, 0-xx sys damage
points for class 1 battleships (making it possible to require more resources to repair Iowa and Yamato class bbs).
Don't worry, PzB. I can assure you that ship repairs will be completely different in AE. [;)]
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RE: Observations on Ship Repairs

Post by Shark7 »

ORIGINAL: VSWG

ORIGINAL: PzB

After years of playing WitP ship repair is one thing I've never gotten wise over.
No matter how many ARs, Naval HQs I put into a large port with hundreds of ship repair points, repairs
are random and sloow.

Lately I've witnessed the Yamato fix 2 sys damage points in 3 weeks.
2 weeks and 5 days without any repairs and then 2 consecutive days with single point repairs.

I've stacked 4 ARs, 4 Naval HQs in a size 8 port with 458 repair yard points.
Earlier I tried a size 10 port with much fewer repair yard points and after 2 weeks there had been no repairs.
As it is now it could take 10-12 months to repair 25-30 sys damage points if you're unlucky [:(]
It completely gives me Since this applies to so many others as well, I really think it's
about time to do something about it for AE.

Damage could be subdivided:

1. Superficial damage - secondary, tertiary guns, radar etc.
2. Superstructure damage - main guns, conning tower etc.
3. Critical damage: internal ship damage - propulsion, engines, torpedo damage etc.

Category 1 requires 1 repair point, then 2 and 3.
If this is difficult to program, a fixed rate of repairs should be introduced.
Each repair point should come at a fixed cost based upon port level, number of AR and Naval HQ.
Then we could easily plan for how long repairs would take.

Port has the ability to repair: 0-xx sys damage points for submarines, 0-xx sys damage points for cruisers, 0-xx sys damage
points for class 1 battleships (making it possible to require more resources to repair Iowa and Yamato class bbs).
Don't worry, PzB. I can assure you that ship repairs will be completely different in AE. [;)]

Yeah...but I haven't actually figured them out in WITP yet. [:(]
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RE: Observations on Ship Repairs

Post by PzB74 »

It would be nice if someone patched up WitP as well [;)]

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RE: Observations on Ship Repairs

Post by siRkid »

You know what I would like to see is? I would like to let the player spend the repair points as he see fit.
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RE: Observations on Ship Repairs

Post by Knavey »

What...direction of the shipyard workforce?!  Dream on!  That would be micromanagement and this is WitP which is not really known for its micromanagement.  [:D]  Of course, then you should probably model in the shipyard unions.  [:'(]
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RE: Observations on Ship Repairs

Post by jwilkerson »

Actually both Kid and PzB have made some pretty shrewd guesses!
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RE: Observations on Ship Repairs

Post by pmelheck1 »

I don't know if this has ever been asked but do repairs take supply?  Some small number of repairs can be repairs quick and with no supplies.  However a majority will require welding rods at least.  Not to mention things like radar that has a shell hole through it.  If supply isn't used in WITP is it being looked at in AE?
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RE: Observations on Ship Repairs

Post by Shark7 »

ORIGINAL: mullk

I don't know if this has ever been asked but do repairs take supply?  Some small number of repairs can be repairs quick and with no supplies.  However a majority will require welding rods at least.  Not to mention things like radar that has a shell hole through it.  If supply isn't used in WITP is it being looked at in AE?

Should it really use supplies or HI though? When you think about it, simple repairs take mainly manpower with a few items like rivets or welding rods and a new peice of armor plate. Replacing the boiler tubing...again is more manpower intensive than anything, and the parts would certainly have to be pre-made or machined on site. Engine replacement? Definately a job for HI to make the marine engines.

Another example is having weapon turrets or radar damage. Those have to be replaced with pre-manufactured units. Not something an AR can accomplish, you need major drydock and shipyard time. Sure you can replace a 20mm or 25mm fairly easily out in the middle of nowhere, but having to replace a 5"/38 turret is another matter entirely, one that would require some time in a large naval facility.

If anything, certain repairs should have to use certain facilities, and possibly HI points to accomplish. Maybe supplies for the minor repairs. But how complicated do we want to make it?
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RE: Observations on Ship Repairs

Post by witpqs »

ORIGINAL: mullk

I don't know if this has ever been asked but do repairs take supply?

Yes - I don't recall how much.
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RE: Observations on Ship Repairs

Post by bradfordkay »

"If anything, certain repairs should have to use certain facilities, and possibly HI points to accomplish. Maybe supplies for the minor repairs. But how complicated do we want to make it?"

AM I incorrect in the belief that if you have a destroyed weapons system on a ship it can only be repaired/replaced in a port with a shipyard?
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RE: Observations on Ship Repairs

Post by decaro »

Does 1 repair = 1 less damage point?
Is there are priority for making repairs, i.e., fire > floatation > system damage?
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RE: Observations on Ship Repairs

Post by Shark7 »

ORIGINAL: bradfordkay

"If anything, certain repairs should have to use certain facilities, and possibly HI points to accomplish. Maybe supplies for the minor repairs. But how complicated do we want to make it?"

AM I incorrect in the belief that if you have a destroyed weapons system on a ship it can only be repaired/replaced in a port with a shipyard?

I assume that is the way it is currently, since I always have to send ships there to get those items repaired.

I'm just wanting to know how complicated and involved people want the system to be.
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RE: Observations on Ship Repairs

Post by wild_Willie2 »

ORIGINAL: Joe D.

Does 1 repair = 1 less damage point?
Is there are priority for making repairs, i.e., fire > floatation > system damage?


Ships will always repair damage in this sequence: Fire, flooding, Sys.
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RE: Observations on Ship Repairs

Post by herwin »

Port size is the only significant factor. Neither AR count nor presence of a naval HQ are significant at the 5% level. The significance level of AR count is about 18% and of HQ presence is about 70%. You need more samples.
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RE: Observations on Ship Repairs

Post by rtrapasso »

ORIGINAL: Joe D.

Does 1 repair = 1 less damage point?

If you are talking repair POINTS (from the repair yard)- then 1 repair point will fix 1 sys damage - for a 1 durability ship.

So, if you have (say) a 20 durability (DUR) ship, it takes 20 repair points to fix 1 sys.

There is also the possibility that the PORT (as opposed to the repair yard) can fix damage without using repair points... so on occasion you can get 2 sys repaired on the same ship on the same day - and it would cost only the DUR in repair points.
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RE: Observations on Ship Repairs

Post by Dino »

IIRC, dtravel noticed a while ago (and I believe he was right) that repair points expended = ship durability + 20.

So, a repair yard will spend 30 points for a 10 dur ship and 140 points for a 120 dur ship.

If this is correct, it means that repairing small ships at repair yards is not cost effective...I usually send my DDs and smaller vessels to be repaired in bases with big port WITHOUT repair yards.

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RE: Observations on Ship Repairs

Post by engineer »

One other trick that I've used some blunt prioritizing.  The yards will work on whatever is in harbor.  If you have some critically damaged ships (still with flotation and fire damage) while other ships have the damage under control (only sys damage), then I put the non-critically damaged ships in a TF and dock it at the port.  The available port resources are focused on the remaining critically damaged ships in harbor.  You can minimize additional system damage if you can put out the fires and stop flooding.  If you're really in a bad way, you can also "triage" your critically damaged ships by putting the ones you least mind losing in a TF and docking it at the port.   This is a clunky way of prioritizing the port resources. 
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